
For Far Cry Primal, I worked on the live-action trailer for one of the most unique entries in the franchise. By transporting the series into the Stone Age, the project presented an entirely new visual language and a chance to reimagine what a Far Cry world could look like.
As I developed the environments, I became interested in the shapes and materials that defined the era. Arrowheads, spear tips, and primitive tools inspired many of the forms throughout the landscapes, creating a strong graphic silhouette language that reinforced the survival-focused themes of the game. At the same time, I layered in natural details and atmospheric depth to make the world feel vast, ancient, and lived-in.
The result was a series of environments that balanced bold, iconic shapes with the scale and richness needed to support the cinematic storytelling of the trailer.



